Suggestion: consider adding the game to https://itch.io too, they even have a feature to easily tip the creators.

It’s a giant platform for indie games with almost 100k games already and almost 13k Linux games, most of them free and people can donate and support creators, or you can put a “pay what you want” price starting from $0(free) and can you choose the amount you pay back to the platform:

Since March 2015, itch.io has an open revenue sharing model. Sellers can now apply the pay what you want model towards itch.io: the revenue split between the seller and itch.io is configurable by the seller. Set it to 10%, 30%, or even 0%.

You can set up a page there too, describing the game, put some screenshots and videos and receive feedback from the community. There’s an AUR package with their game store, it’s similar to Steam, the package is called itch.

@ssspacez I placed my previous production there, take a look. In 100 days so far it reached 22 views and 7 downloads, probably including 2 made by myself. The problem is the number of games published on the site. After 2 hours what I published was number 15. The next day it was invisible on the list of recent uploads. The service itself is really a piece of great job, but doesn’t contribute much to promotion of indie games. Nothing does. You must either have an advertisement budget, (which makes no sense if the game is free) or just forget and start coding something else. :)

Sorry to hear that, the only thing I can imagine now is advertising to boost traffic and downloads, and do that for a few time(a couple of months?) until more people know the games exist. Or maybe a partnership with other developers or a company that develop indie games but these options are more complex. For Android, SuperTuxKart is launching an Android version, maybe talk to them or other game devs and ask for some advice? This is a very specific subject, some game developers, software developer or something like that can have better ideas of how to boost traffic/downloads. I wish you luck.

@ssspacez Well, I don’t really care much of incomes, since I’m not a profesional game developer. Coding and watching them work is funny enough. However, the Android version of One more cheese will include adds, and a paid possibility to get rid of them, and that’s why: it uses my paid server to store the Top Players list. In a highly unlikely case it gained many users, I’d have to pay extra money for traffic, which is already expensive enough. By the way: this will be my very first add-supported Android app. I hate them.

If you are looking for more users though @piotr, feel free to message me over at the Reborn forum about it! I already have all of your games in my repo, and perhaps we can think of something else to encourage new users to give it a try also.

perhaps we can think of something else to encourage new users to give it a try also

It would be great, and thank you in advance. If it comes to “One more cheese”, I haven’t done much to promote it so far for some certain reason: due to limitations of the Pygame platform, which the desktop version bases on, it’s damned difficult to translate the Python code into Java / Android SDK accurately. This results in a difference while increasing difficulty level of both game versions. Having the Android version published on the Play Store, I’ll need to make some adjustments to the desktop version, to give all users experience as much similar, as possible. When ready, I’ll get in touch with you, and ask for help you proposed. Thanks again!

Lol! Everybody does! They are very successful when it comes to making money though! What I’ve always wanted games like that to do more is maybe at least be more reasonable about it. When there is an ad in the main gameplay I hate it but when the ad is on the main menu or the “next level” menu for it to show. Maybe even give players more points if they watch a video ad. Just as long as my screen isn’t plastered in ads from left to right making me have to be really careful of where I touch or click during gameplay.

I have already had all your packages installed from the AUR on my machine
for a few months now :) . Just have to see about an Android Emulator. I’m currently looking for the fastest one out there, as I want to experience your games as if it were really on a phone or tablet. Basically, I want an experience as close to the real deal as possible - on Android, so as to be able to test it out thoroughly. Have any suggestions?

I’ve never tried any of standalone Android emulators, since it’s possible to emulate many Android devices via Android Studio / AVD. When launched not in Wayland session (and with optirun, if it comes to my laptop), it works quite well.

Alright, ladies and gentlemen: I’ve just published the one-more-cheese 0.1.4-1 package on AUR. I did my best to ensure the user experience as much close to the Android version as possible. Regardless my best effort, the game written on the Pygame platform is not fully translatable into Android SDK, due to the Pygame limitation: the graphics coordinates are always int values, that forces the smallest animation step of 1 pixel. However, I believe that both mobile and desktop version give the player quite similar look and feel.